System and method for identifying locations for virtual items within a physical environment

ABSTRACT

Described herein is a system and method for identifying locations for virtual items within a physical environment. For each of a plurality of users, information is received regarding the user&#39;s interaction with a one or more interactive virtual items presented on a map of a virtual environment that parallels at least portions of the physical environment. The information comprises the user&#39;s physical location when interacting with a particular interactive item. Each interactive virtual item has an associated physical location within the physical environment. The received information is aggregated over time to determine an associated physical location within the physical environment for the virtual item. With the virtual environment, the virtual item is placed at the determined associated physical location.

BACKGROUND

Virtual reality video games can include a virtual environment thatparallels at least parts of a physical environment. A user can berepresented in the virtual environment as an avatar. User movement(s)within the physical environment (e.g., real world) can causecorresponding avatar movement(s) within the virtual environment. Forexample, during gameplay, as a user walks down a particular street, theuser's avatar can be moved down a corresponding street in the virtualenvironment.

SUMMARY

Described herein is a system for identifying a location for a virtualitem within a physical environment, comprising: a computer comprising aprocessor and a memory having computer-executable instructions storedthereupon which, when executed by the processor, cause the computer to:for each of a plurality of users, receiving information regarding theuser's interaction with a one or more interactive virtual itemspresented on a map of a virtual environment that parallels at leastportions of the physical environment, the information comprising theuser's physical location when interacting with a particular interactiveitem, each interactive virtual item having an associated physicallocation within the physical environment; aggregating the receivedinformation over time to determine an associated physical locationwithin the physical environment for the virtual item; and, within thevirtual environment, placing the virtual item at the determinedassociated physical location.

This Summary is provided to introduce a selection of concepts in asimplified form that are further described below in the DetailedDescription. This Summary is not intended to identify key features oressential features of the claimed subject matter, nor is it intended tobe used to limit the scope of the claimed subject matter.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a functional block diagram that illustrates a system foridentifying locations for virtual items within a physical environment.

FIG. 2 is a diagram that illustrates an exemplary user interface.

FIG. 3 is a diagram that illustrates another exemplary user interface.

FIG. 4 is a diagram that illustrates an exemplary physical area.

FIG. 5 is a functional block diagram that illustrates an exemplary usergaming device.

FIG. 6 is a flow chart that illustrates an exemplary methodology ofidentifying location(s) for virtual item(s) within a physicalenvironment.

FIG. 7 is a functional block diagram that illustrates an exemplarycomputing system.

DETAILED DESCRIPTION

Various technologies pertaining to identifying location(s) for virtualitem(s) within a physical environment are now described with referenceto the drawings, wherein like reference numerals are used to refer tolike elements throughout. In the following description, for purposes ofexplanation, numerous specific details are set forth in order to providea thorough understanding of one or more aspects. It may be evident,however, that such aspect(s) may be practiced without these specificdetails. In other instances, well-known structures and devices are shownin block diagram form in order to facilitate describing one or moreaspects. Further, it is to be understood that functionality that isdescribed as being carried out by certain system components may beperformed by multiple components. Similarly, for instance, a componentmay be configured to perform functionality that is described as beingcarried out by multiple components.

The subject disclosure supports various products and processes thatperform, or are configured to perform, various actions regardingidentifying location(s) for virtual item(s) within a physicalenvironment. What follows are one or more exemplary systems and methods.

Aspects of the subject disclosure pertain to the technical problem ofidentifying location(s) for virtual item(s) within a physicalenvironment. The technical features associated with addressing thisproblem involve, for each of a plurality of users, receiving informationregarding the user's interaction with one or more interactive virtualitems presented on a map of a virtual environment that parallels atleast portions of the physical environment, the information comprisingthe user's physical location when interacting with a particularinteractive item, each interactive virtual item having an associatedphysical location within the physical environment; aggregating thereceived information over time to determine an associated physicallocation within the physical environment for a virtual item; and, withinthe virtual environment, placing the virtual item at the determinedassociated physical location. Accordingly, aspects of these technicalfeatures exhibit technical effects of more efficiently and effectivelylocating virtual item(s) within a physical environment, for example,reducing consumption of computer resource(s) and/or network bandwidth.

Moreover, the term “or” is intended to mean an inclusive “or” ratherthan an exclusive “or.” That is, unless specified otherwise, or clearfrom the context, the phrase “X employs A or B” is intended to mean anyof the natural inclusive permutations. That is, the phrase “X employs Aor B” is satisfied by any of the following instances: X employs A; Xemploys B; or X employs both A and B. In addition, the articles “a” and“an” as used in this application and the appended claims shouldgenerally be construed to mean “one or more” unless specified otherwiseor clear from the context to be directed to a singular form.

As used herein, the terms “component” and “system,” as well as variousforms thereof (e.g., components, systems, sub-systems, etc.) areintended to refer to a computer-related entity, either hardware, acombination of hardware and software, software, or software inexecution. For example, a component may be, but is not limited to being,a process running on a processor, a processor, an object, an instance,an executable, a thread of execution, a program, and/or a computer. Byway of illustration, both an application running on a computer and thecomputer can be a component. One or more components may reside within aprocess and/or thread of execution and a component may be localized onone computer and/or distributed between two or more computers. Further,as used herein, the term “exemplary” is intended to mean serving as anillustration or example of something, and is not intended to indicate apreference.

As used herein “user gaming device” refers to a moveable individualcomputing device including, for example, a mobile phone, a laptop, atablet, a phablet, a personal digital assistant (“PDA”), an e-reader, awearable computer, a head-mounted display (HMD), or any other moveablecomputing device having components for interacting with a virtualreality system and/or an augmented reality system.

Virtual reality video games can include a virtual environment thatparallels at least parts of a physical environment. A user can berepresented in the virtual environment, for example, as an avatar. Usermovement(s) within the physical environment (e.g., real world) can causecorresponding movement(s) (e.g., of the avatar) within the virtualenvironment as displayed on a user gaming device. Augmented realityvideo games display a real world image and/or video overlaid with avirtual gaming experience (e.g., interactive three-dimensionalobject(s)).

In order to provide a rich gaming experience, interactive virtualitem(s) can be dispersed throughout specific physical area(s) wheregaming (e.g., virtual reality gaming and/or augmented reality gaming) isexpected and/or encouraged to occur, with each interactive virtual itemhaving an associated physical location. In this manner, particularinteractive virtual item(s) can be displayed on a user gaming device(e.g., mobile phone) when a user is in physical proximity of theassociated physical location associated with the particular interactivevirtual item(s) (e.g., within a threshold distance of the physicallocation associated with the particular interactive virtual item(s)).

Described herein is a system and method for identifying locations forvirtual items within a physical environment. In some embodiments, theinteractive virtual item(s) can be initially located using one or moreinitial placement algorithms. As users interact with particular virtualitems, information regarding the user's physical location wheninteracting with the particular virtual item, and, the associatedphysical location of the particular virtual item, can be tracked andaggregated. The aggregated information can then be utilized to identifylocations for virtual items within the physical environment. In someembodiments, the aggregated information can be utilized to provide asuitable physical location for an augmented reality video encounter. Insome embodiments, the aggregated information can be utilized to moresuitably locate the interactive virtual item(s) (e.g., refine or adjustphysical locations of initially or subsequently placed virtual items).

The system and method can thus, over time, derive locations where usersusually interact. In cases where interactions exceed a thresholdquantity, the system and method can infer that these particularlocations are a preferable place to play (e.g., a virtual reality videogame and/or an augmented reality video game).

Referring to FIG. 1, a system for identifying a location for a virtualitem within a physical environment 100 is illustrated. The system 100can be coupled to one or more user gaming device 110 via a network 120such as the Internet.

Interactive virtual item(s) can be initially located using one or moreinitial placement algorithms. As users interact with particular virtualitems, information regarding the user's physical location wheninteracting with the particular virtual item, and, the physical locationassociated with the particular virtual item, can be tracked andaggregated by the system 100. The aggregated information can then beutilized by the system 100 to identify locations associated with virtualitems within the physical environment.

In some embodiments, the system 100 can be a component of an augmentedreality experience system (e.g., augmented reality video game system)(not shown). In some embodiments, the system 100 can be a component of avirtual reality experience system (e.g., virtual reality video gamesystem) (not shown).

“Virtual items” are computer-generated sounds, images, animations,and/or experiences which visually and/or audibly enhance a user'svirtual reality experience and/or augmented reality experience via auser gaming device 110. While the virtual items do not exist in thephysical environment, each virtual item can be assigned a physicallocation in the physical environment (e.g., real world) in whichinteraction with the virtual item can occur. A particular virtual itemcan be assigned a physical location (e.g., set of map coordinates) suchthat when a user gaming device is within a threshold distance of theassigned physical location, the user can experience the virtual item viathe user gaming device 110. For example, the user can hear a particularsound, interact with a particular virtual three-dimensional image,and/or experience a particular three-dimensional encounter via the usergaming device 110.

In some embodiments, the virtual items can be associated with a virtualreality video game and/or an augmented reality video game. During avirtual reality gaming and/or augmented reality gaming, the user caninteract with particular virtual items in a positive manner, such asgathering blocks, tools, resources, etc. to build structures/scenes. Theuser interact can interact with particular virtual items in a negativemanner such as encountering gaming obstacles or foes during the virtualreality gaming and/or augmented reality gaming.

In some embodiments, the system 100 can determine initial placement(e.g., associated physical locations) of interactive virtual items inaccordance with one or more initial placement algorithms. The system 100can further, for each of a plurality of users, receive informationregarding the user's interaction with a one or more interactive virtualitems presented (e.g., displayed) on a map of a virtual environment thatparallels at least portions of a physical environment, the informationcomprising the user's physical location when interacting with aparticular interactive item, each interactive virtual item having anassociated physical location within the physical environment.

The system 100 can also aggregate the received information over time toinfer/determine an associated physical location within the physicalenvironment for a particular virtual item. The system 100 can further,within the virtual environment, place the virtual item at the determinedassociated physical location.

In some embodiments, the system 100 can utilize geographical information130 received from one or more mapping services (e.g., OpenStreetMap(OSM) (a collaborative project where a map is created and maintained byvolunteers)), for example, to initially place the virtual items. Thegeographical information 130 can be presented as a plurality of tiles,with each tile representing a particular geographical location. Thisgeographical information 130 can include points of interest, travel wayssuch as highway, road, footpaths, etc., parks and the like.

Using the received geographical information 130, the system 100 canidentify locations in which gaming is not expected or encouraged tooccur. In some embodiments, these locations can include, withoutlimitation, correctional institutions, military bases, waste facilities,and the like. Virtual items are not placed (have associated physicallocations) in locations identified in which gaming is not expected orencouraged to occur.

In some embodiments, based at least in part upon the receivedgeographical information 130, the system 100 can further identifylocations in which gaming in not likely to be expected or encouraged tooccur. In some embodiments, this can include, without limitation,highways, roadways, and/or where vehicular traffic generally occurs.Virtual items are not placed (have associated physical locations) inlocations identified in which gaming is not likely expected orencouraged to occur.

Similarly, the received geographic information 130 can be utilized bythe system 100 to identify locations in which is gaming is expected orencouraged to occur. In some embodiments, these locations can includeknown physical locations associated with entity(ies) (e.g.,business(es)) which have expressed interest in having gaming occur, forexample, particular stores, particular malls, and/or other commercialinstitutions. In some embodiments, these locations can include publicspaces such as parks, town squares, historic points of interest, etc.Virtual items can be placed in at least some of the locations in whichgaming is identified as expected or encouraged to occur.

In some embodiments, the received geographic information 130 can resultin a subset of locations for which the system 100 cannot initially inferwhether or not gaming is expected or encouraged to occur. For at leastsome of this subset of location, the system 100 can utilize a pattern todisperse virtual items across particular geographical area (e.g., tile).In some embodiments, the virtual items can be dispersed in a regularpattern, for example, with associated physical locations correspondingto a ten foot by ten foot grid. In some embodiments, the virtual itemscan be dispersed in a scattered or random manner, that is, theassociated physical locations appearing scattered or in a random patternacross a particular geographical area (e.g., tile). In some embodiments,the virtual items can be located using general sparseness rules todetermine placement latitude and longitude.

Once a plurality of virtual items have been initially placed, one ormore interactive virtual items can be displayed to the user via the usergaming device 110 when the user gaming device 100 is in proximity (e.g.,threshold distance) of the associated physical location(s) of theparticular one or more interactive virtual items.

Referring briefly to FIG. 2, an exemplary user interface 200 isillustrated. The user interface 200 displays a map of a virtualenvironment that parallels at least portions of a physical environment.The user interface 200 includes a plurality of interactive virtual items210 displayed at various locations. The user can interact with zero, oneor more of the interactive virtual items 210. For purposes ofexplanation and not limitation, the interactive virtual items 210 aredisplayed as stars.

Turning to FIG. 3, another exemplary user interface 300 is illustrated.The user interface 300 displays a map of a virtual environment thatparallels at least portions of a physical environment. The userinterface 300 includes a plurality of interactive virtual items 310displayed at various locations. The user can interact with zero, one ormore of the interactive virtual items 310.

Referring back to FIG. 1, the system 100 can gather informationregarding users' interactions with the virtual items (or lack thereof).The information can include a location of the user gaming device 110when interaction with a particular virtual item occurred. In someembodiments, the information can further include a distance (e.g.,offset) of the user gaming device 110 from the particular virtual itemwhen the interaction occurred. For example, the system 100 can capturethe latitude and longitude provided by GPS of players who access theparticular virtual item, as well as their offset from the locationassociated with the particular virtual item when the interactionoccurred.

In some embodiments, the system 100 can further gather informationregarding the user's interaction with an augmented reality experiencesystem (e.g., augmented reality video game system), and/or a virtualreality experience system. This information can include, for example,the user's physical location (e.g., location of the user gaming device110) when the user initiated a particular augmented reality experienceand/or a particular virtual reality experience.

The system 100 can aggregate the received information (e.g., over time)to infer/determine an associated physical location within the physicalenvironment for virtual item(s). The system 100 can further place thevirtual item(s) at the inferred/determined associated physical location(e.g., associate a physical location with the particular virtualitem(s)).

In some embodiments, the system 100 infers/determines locations for theinteractive virtual items that were initially place using the initialplacement algorithms. In some embodiments, the system 100infers/determines locations for other virtual item(s). For example, thesystem 100 can infer/determine a location to place a three-dimensionalhologram to be experienced in a virtual reality environment and/or anaugmented reality environment.

In some embodiments, the system 100 infers/determines locations forother interactive virtual item(s). For example, the system 100 caninfer/determine a location to place a particular three-dimensionalencounter to be experienced in an augmented reality environment.

In some embodiments, the system 100 can utilize the received information(e.g., over time) to observe characteristic(s) associated with aparticular physical location (e.g., a park). For example, based uponinformation received over time, the system 100 can infer physicalpattern(s) that can form the basis for contours of open area(s)suitable, for example, for augmented reality gaming.

Turning briefly to FIG. 4, a diagram 400 illustrating an exemplaryphysical area (e.g., tile) is illustrated. The diagram 400 includes awalkway 410, in accordance with received geographical information 130,for example, provided by a mapping service. The diagram 400 furtherincludes a plurality of user interaction points 420 received over aperiod of time (e.g., since game inception, over past day, over pastweek, over past month). The system 100 can utilize these userinteraction points 420 to form a contour 430 suitable for augmentedreality gaming.

Referring back to FIG. 1, additionally, the system 100 can determinephysical characteristics such as dimensions of these open area(s) andplace particular virtual item(s) such as augmented reality video gameencounters at physical location(s) meeting or exceeding a thresholdsize. By way of explanation and not limitation, the system 100 candetermine that, based upon the received information, an open area of 50feet by 300 feet. This open area can support a plurality of encounterlocations for an augmented reality video game encounters requiring a 10foot by 10 foot area. The system 100 can then place one or moreaugmented reality video game encounters within this open area.

In some embodiments, the system 100 can be utilized as part of anaugmented reality video game that can be played on a user's gamingdevice 110 utilizing one or more camera(s) of the user's gaming device110 (e.g., mobile phone) to provide the real world imagery with anaugmented reality component of the user's gaming device (e.g., mobilephone) overlaying the virtual gaming experience. In some embodiments,the virtual gaming experience can be generated, at least in part, by acloud-based service. In some embodiments, the virtual gaming experiencecan be generated, at least in part, by the user's gaming device 110.

In some embodiments, aggregating the received information 130 over timeto determine the associated physical location within the physicalenvironment for the virtual item can comprise weighting recentlyreceived information greater than less recently received information(e.g., decaying usefulness of older information). In some embodiments,aggregating the received information 130 over time to determine theassociated physical location within the physical environment for thevirtual item is further based on seasonality of the receivedinformation. That is, the received information 130 can include temporaland/or meteorological data. In this manner, the system 100 can take intoconsideration seasonal and/or weather conditions when determiningassociated physical location(s) within the physical environment forvirtual item(s).

Next, referring to FIG. 5, an exemplary user gaming device 110 isillustrated. The user gaming device 110 can be, for example, a mobilephone, a laptop, a tablet, a phablet, a personal digital assistant(“PDA”), an e-reader, a wearable computer, a head-mounted display (HMD),or any other moveable computing device having components for interactingwith a virtual reality system and/or an augmented reality system.

The user gaming device 110 includes an input component 510, an outputcomponent 520, and, a location component 530. The input component 510receives user input as part of a virtual reality experience and/or anaugmented reality experience. The user input can be received from one ormore input devices (e.g., pointing device such as a mouse, trackball,stylus, touch pad, touchscreen, keyboard, microphone, joystick, gamepad, satellite dish, scanner, camera, other computer).

The output component 520 provides user data to the user as part of thevirtual reality experience and/or the augmented reality experience. Theoutput component 520 can include a display, a touchscreen, a speaker,and the like. The location component 530 provides geolocation dataregarding positioning of the user gaming device 110 to the system 100.In some embodiments, the location component 530 includes a GPS-globalpositioning system of a user's mobile phone.

FIG. 6 illustrates an exemplary methodology relating to identifyinglocation(s) for virtual item(s) within a physical environment. While themethodologies are shown and described as being a series of acts that areperformed in a sequence, it is to be understood and appreciated that themethodologies are not limited by the order of the sequence. For example,some acts can occur in a different order than what is described herein.In addition, an act can occur concurrently with another act. Further, insome instances, not all acts may be required to implement a methodologydescribed herein.

Moreover, the acts described herein may be computer-executableinstructions that can be implemented by one or more processors and/orstored on a computer-readable medium or media. The computer-executableinstructions can include a routine, a sub-routine, programs, a thread ofexecution, and/or the like. Still further, results of acts of themethodologies can be stored in a computer-readable medium, displayed ona display device, and/or the like.

Referring to FIG. 6, a method of identifying location(s) for virtualitem(s) within a physical environment is illustrated. In someembodiments, the method 600 is performed by the system 100.

At 610, a plurality of interactive virtual items are initially placedusing an initial placement algorithm based, at least in part, upongeographical information received from a mapping service. At 620, foreach of a plurality of users, information is received regarding theuser's interaction with interactive virtual item(s) presented (e.g.,displayed) on a map of a virtual environment that parallels at leastportions of the physical environment. The information comprises theuser's physical location when interacting with a particular interactivevirtual item. Each interactive virtual item has an associated physicallocation within the physical environment.

At 630, the received information is aggregated over time to determine anassociated physical location within the physical environment for thevirtual item. At 640, within the virtual environment, the virtual itemis placed at the determined associated physical location.

Described herein is a system for identifying a location for a virtualitem within a physical environment, comprising: a computer comprising aprocessor and a memory having computer-executable instructions storedthereupon which, when executed by the processor, cause the computer to:for each of a plurality of users, receiving information regarding theuser's interaction with one or more interactive virtual items presentedon a map of a virtual environment that parallels at least portions ofthe physical environment, the information comprising the user's physicallocation when interacting with a particular interactive item, eachinteractive virtual item having an associated physical location withinthe physical environment; aggregating the received information over timeto determine an associated physical location within the physicalenvironment for the virtual item; and within the virtual environment,placing the virtual item at the determined associated physical location.

The system can further include wherein the interactive virtual items areinitially placed using an initial placement algorithm that, based, atleast in part, upon geographical information received from a mappingservice, identifies locations in which gaming is not expected to occur.The system can further include wherein the interactive virtual items areinitially placed using an initial placement algorithm that, based, atleast in part, upon geographical information received from a mappingservice, identifies locations in which gaming is expected to occur. Thesystem can further include wherein the interactive virtual items areinitially placed using an initial placement algorithm that, based, atleast in, part upon geographical information received from a mappingservice, identifies locations in which the system cannot initially inferwhether or not gaming is expected to occur.

The system can further include wherein the interactive virtual items areinitially placed using a pattern to disperse the interactive virtualitems across a particular geographical area. The system can furtherinclude wherein the interactive virtual items are initially placed in arandom pattern across a particular geographical area. The system canfurther include wherein aggregating the received information over timeto determine the associated physical location within the physicalenvironment for the virtual item comprises weighting recently receivedinformation greater than less recently received information.

The system can further include wherein aggregating the receivedinformation over time to determine the associated physical locationwithin the physical environment for the virtual item is further based onseasonality of the received information. The system can further includewherein associated physical location within the physical environmentinteractive of at least some of the interactive virtual items are movedas a function of time.

The system can further include wherein the virtual item comprises one ofthe interactive virtual items. The system can further include whereinthe virtual item comprises an augmented reality video game encounterdisplaying an interactive, three-dimensional virtual object. The systemcan further include wherein the information is received from a usergaming device comprising a mobile phone.

Described herein is a method of locating a virtual item, comprising: foreach of a plurality of users, receiving information regarding the user'sinteraction with a one or more interactive virtual items presented on amap of a virtual environment that parallels at least portions of thephysical environment, the information comprising the user's physicallocation when interacting with a particular interactive item, eachinteractive virtual item having an associated physical location withinthe physical environment; aggregating the received information over timeto determine an associated physical location within the physicalenvironment for the virtual item; and within the virtual environment,placing the virtual item at the determined associated physical location.

The method can further include wherein the interactive virtual items areinitially placed using an initial placement algorithm that, based, atleast in part, upon geographical information received from a mappingservice, identifies locations in which gaming is not expected to occur,locations in which gaming is expected to occur, and locations in whichthe system cannot initially infer whether or not gaming is expected tooccur.

The method can further include wherein aggregating the receivedinformation over time to determine the associated physical locationwithin the physical environment for the virtual item comprises weightingrecently received information greater than less recently receivedinformation. The method can further include wherein aggregating thereceived information over time to determine the associated physicallocation within the physical environment for the virtual item is furtherbased on seasonality of the received information. The method can furtherinclude wherein the virtual item comprises an augmented reality videogame encounter displaying an interactive, three-dimensional virtualobject.

Described herein is a computer storage media storing computer-readableinstructions that when executed cause a computing device to: for each ofa plurality of users, receive information regarding the user'sinteraction with a one or more interactive virtual items presented on amap of a virtual environment that parallels at least portions of thephysical environment, the information comprising the user's physicallocation when interacting with a particular interactive item, eachinteractive virtual item having an associated physical location withinthe physical environment; aggregate the received information over timeto determine an associated physical location within the physicalenvironment for a virtual item; and within the virtual environment,place the virtual item at the determined associated physical location.

The computer storage media can further include wherein the interactivevirtual items are initially placed using an initial placement algorithmthat, based, at least in part, upon geographical information receivedfrom a mapping service, identifies locations in which gaming is notexpected to occur, locations in which gaming is expected to occur, andlocations in which the system cannot initially infer whether or notgaming is expected to occur. The computer storage media can furtherinclude wherein aggregating the received information over time todetermine the associated physical location within the physicalenvironment for the virtual item comprises weighting recently receivedinformation greater than less recently received information.

With reference to FIG. 7, illustrated is an example general-purposecomputer or computing device 702 (e.g., mobile phone, desktop, laptop,tablet, watch, server, hand-held, programmable consumer or industrialelectronics, set-top box, game system, compute node, etc.). Forinstance, the computing device 702 may be used in a system foridentifying locations for virtual items within a physical environment100.

The computer 702 includes one or more processor(s) 720, memory 730,system bus 740, mass storage device(s) 750, and one or more interfacecomponents 770. The system bus 740 communicatively couples at least theabove system constituents. However, it is to be appreciated that in itssimplest form the computer 702 can include one or more processors 720coupled to memory 730 that execute various computer executable actions,instructions, and or components stored in memory 730. The instructionsmay be, for instance, instructions for implementing functionalitydescribed as being carried out by one or more components discussed aboveor instructions for implementing one or more of the methods describedabove.

The processor(s) 720 can be implemented with a general purposeprocessor, a digital signal processor (DSP), an application specificintegrated circuit (ASIC), a field programmable gate array (FPGA) orother programmable logic device, discrete gate or transistor logic,discrete hardware components, or any combination thereof designed toperform the functions described herein. A general-purpose processor maybe a microprocessor, but in the alternative, the processor may be anyprocessor, controller, microcontroller, or state machine. Theprocessor(s) 720 may also be implemented as a combination of computingdevices, for example a combination of a DSP and a microprocessor, aplurality of microprocessors, multi-core processors, one or moremicroprocessors in conjunction with a DSP core, or any other suchconfiguration. In one embodiment, the processor(s) 720 can be a graphicsprocessor.

The computer 702 can include or otherwise interact with a variety ofcomputer-readable media to facilitate control of the computer 702 toimplement one or more aspects of the claimed subject matter. Thecomputer-readable media can be any available media that can be accessedby the computer 702 and includes volatile and nonvolatile media, andremovable and non-removable media. Computer-readable media can comprisetwo distinct and mutually exclusive types, namely computer storage mediaand communication media.

Computer storage media includes volatile and nonvolatile, removable andnon-removable media implemented in any method or technology for storageof information such as computer-readable instructions, data structures,program modules, or other data. Computer storage media includes storagedevices such as memory devices (e.g., random access memory (RAM),read-only memory (ROM), electrically erasable programmable read-onlymemory (EEPROM), etc.), magnetic storage devices (e.g., hard disk,floppy disk, cassettes, tape, etc.), optical disks (e.g., compact disk(CD), digital versatile disk (DVD), etc.), and solid state devices(e.g., solid state drive (SSD), flash memory drive (e.g., card, stick,key drive) etc.), or any other like mediums that store, as opposed totransmit or communicate, the desired information accessible by thecomputer 702. Accordingly, computer storage media excludes modulateddata signals as well as that described with respect to communicationmedia.

Communication media embodies computer-readable instructions, datastructures, program modules, or other data in a modulated data signalsuch as a carrier wave or other transport mechanism and includes anyinformation delivery media. The term “modulated data signal” means asignal that has one or more of its characteristics set or changed insuch a manner as to encode information in the signal. By way of example,and not limitation, communication media includes wired media such as awired network or direct-wired connection, and wireless media such asacoustic, RF, infrared and other wireless media.

Memory 730 and mass storage device(s) 750 are examples ofcomputer-readable storage media. Depending on the exact configurationand type of computing device, memory 730 may be volatile (e.g., RAM),non-volatile (e.g., ROM, flash memory, etc.) or some combination of thetwo. By way of example, the basic input/output system (BIOS), includingbasic routines to transfer information between elements within thecomputer 702, such as during start-up, can be stored in nonvolatilememory, while volatile memory can act as external cache memory tofacilitate processing by the processor(s) 720, among other things.

Mass storage device(s) 750 includes removable/non-removable,volatile/non-volatile computer storage media for storage of largeamounts of data relative to the memory 730. For example, mass storagedevice(s) 750 includes, but is not limited to, one or more devices suchas a magnetic or optical disk drive, floppy disk drive, flash memory,solid-state drive, or memory stick.

Memory 730 and mass storage device(s) 750 can include, or have storedtherein, operating system 760, one or more applications 762, one or moreprogram modules 764, and data 766. The operating system 760 acts tocontrol and allocate resources of the computer 702. Applications 762include one or both of system and application software and can exploitmanagement of resources by the operating system 760 through programmodules 764 and data 766 stored in memory 730 and/or mass storage device(s) 750 to perform one or more actions. Accordingly, applications 762can turn a general-purpose computer 702 into a specialized machine inaccordance with the logic provided thereby.

All or portions of the claimed subject matter can be implemented usingstandard programming and/or engineering techniques to produce software,firmware, hardware, or any combination thereof to control a computer torealize the disclosed functionality. By way of example and notlimitation, system 100 or portions thereof, can be, or form part, of anapplication 762, and include one or more modules 764 and data 766 storedin memory and/or mass storage device(s) 750 whose functionality can berealized when executed by one or more processor(s) 720.

In accordance with one particular embodiment, the processor(s) 720 cancorrespond to a system on a chip (SOC) or like architecture including,or in other words integrating, both hardware and software on a singleintegrated circuit substrate. Here, the processor(s) 720 can include oneor more processors as well as memory at least similar to processor(s)720 and memory 730, among other things. Conventional processors includea minimal amount of hardware and software and rely extensively onexternal hardware and software. By contrast, an SOC implementation ofprocessor is more powerful, as it embeds hardware and software thereinthat enable particular functionality with minimal or no reliance onexternal hardware and software. For example, the system 100 and/orassociated functionality can be embedded within hardware in a SOCarchitecture.

The computer 702 also includes one or more interface components 770 thatare communicatively coupled to the system bus 740 and facilitateinteraction with the computer 702. By way of example, the interfacecomponent 770 can be a port (e.g., serial, parallel, PCMCIA, USB,FireWire, etc.) or an interface card (e.g., sound, video, etc.) or thelike. In one example implementation, the interface component 770 can beembodied as a user input/output interface to enable a user to entercommands and information into the computer 702, for instance by way ofone or more gestures or voice input, through one or more input devices(e.g., pointing device such as a mouse, trackball, stylus, touch pad,keyboard, microphone, joystick, game pad, satellite dish, scanner,camera, other computer, etc.). In another example implementation, theinterface component 770 can be embodied as an output peripheralinterface to supply output to displays (e.g., LCD, LED, plasma, etc.),speakers, printers, and/or other computers, among other things. Stillfurther yet, the interface component 770 can be embodied as a networkinterface to enable communication with other computing devices (notshown), such as over a wired or wireless communications link.

What has been described above includes examples of aspects of theclaimed subject matter. It is, of course, not possible to describe everyconceivable combination of components or methodologies for purposes ofdescribing the claimed subject matter, but one of ordinary skill in theart may recognize that many further combinations and permutations of thedisclosed subject matter are possible. Accordingly, the disclosedsubject matter is intended to embrace all such alterations,modifications, and variations that fall within the spirit and scope ofthe appended claims. Furthermore, to the extent that the term “includes”is used in either the details description or the claims, such term isintended to be inclusive in a manner similar to the term “comprising” as“comprising” is interpreted when employed as a transitional word in aclaim.

What is claimed is:
 1. A system for identifying a location for a virtualitem within a physical environment, comprising: a processor; and amemory having computer-executable instructions stored thereupon which,when executed by the processor, cause the processor to: place one ormore interactive virtual items on a map of a virtual environment thatparallels at least portions of the physical environment based at leaston geographical information associated with the physical environment,the one or more interactive virtual items are initially placed using apattern to disperse the one or more interactive virtual items within thevirtual environment; receive information associated with a plurality ofusers regarding user interaction with the one or more interactivevirtual items, the information comprising physical locations ofindividual users when interacting with the one or more interactivevirtual items, the one or more interactive virtual items having anassociated physical location within the physical environment; aggregatethe received information over time to determine an associated physicallocation within the physical environment for the virtual item; andwithin the virtual environment, placing the virtual item at thedetermined associated physical location.
 2. The system of claim 1,wherein the one or more interactive virtual items are initially placedusing an initial placement algorithm that identifies locations in whichgaming is not expected to occur, based at least in part upongeographical information received from a mapping service.
 3. The systemof claim 1, wherein the one or more interactive virtual items areinitially placed using an initial placement algorithm that identifieslocations in which gaming is expected to occur, based at least in partupon geographical information received from a mapping service.
 4. Thesystem of claim 1, wherein the one or more interactive virtual items areinitially placed using an initial placement algorithm that identifieslocations in which the system cannot initially infer whether or notgaming is expected to occur, based at least in part upon geographicalinformation received from a mapping service.
 5. The system of claim 1,wherein the pattern is a random pattern that randomly disperses the oneor more interactive virtual items within the virtual environment.
 6. Thesystem of claim 1, wherein aggregating the received information overtime to determine the associated physical location within the physicalenvironment for the virtual item comprises weighting recently receivedinformation greater than less recently received information.
 7. Thesystem of claim 1, wherein aggregating the received information overtime to determine the associated physical location within the physicalenvironment for the virtual item is further based on seasonality of thereceived information.
 8. The system of claim 1, wherein the one or moreinteractive virtual items can be moved as a function of time.
 9. Thesystem of claim 1, wherein the virtual item is an additional virtualitem placed in addition to the one or more interactive virtual items.10. The system of claim 1, wherein the virtual item comprises anaugmented reality video game encounter displaying an interactive,three-dimensional virtual object.
 11. The system of claim 1, wherein theinformation is received from a user gaming device comprising a mobilephone.
 12. A method of locating a virtual item, comprising: placing oneor more interactive virtual items on a map of a virtual environment thatparallels at least portions of a physical environment based at least ongeographical information associated with the physical environment, theone or more interactive virtual items are initially placed using apattern to disperse the one or more interactive virtual items within thevirtual environment; receiving information associated with a pluralityof users regarding user interaction with the one or more interactivevirtual items, the information comprising physical locations ofindividual users when interacting with the one or more interactivevirtual items, the one or more interactive virtual items having anassociated physical location within the physical environment;aggregating the received information over time to determine anassociated physical location within the physical environment for thevirtual item; and within the virtual environment, placing the virtualitem at the determined associated physical location.
 13. The method ofclaim 12, wherein the one or more interactive virtual items areinitially placed using an initial placement algorithm that identifieslocations in which gaming is not expected to occur, locations in whichgaming is expected to occur, and locations in which an inference cannotbe initially made as to whether or not gaming is expected to occur,based at least in part upon geographical information received from amapping source.
 14. The method of claim 12, wherein aggregating thereceived information over time to determine the associated physicallocation within the physical environment for the virtual item comprisesweighting recently received information greater than less recentlyreceived information.
 15. The method of claim 12, wherein aggregatingthe received information over time to determine the associated physicallocation within the physical environment for the virtual item is furtherbased on seasonality of the received information.
 16. The method ofclaim 12, wherein the virtual item comprises an augmented reality videogame encounter displaying an interactive, three-dimensional virtualobject.
 17. A computer storage media storing computer-readableinstructions that when executed cause a computing device to: place oneor more interactive virtual items on a map of a virtual environment thatparallels at least portions of a physical environment based at least ongeographical information associated with the physical environment, theone or more interactive virtual items are initially placed using apattern to disperse the one or more interactive virtual items within thevirtual environment; receive information associated with a plurality ofusers regarding user interaction with the one or more interactivevirtual items, the information comprising physical locations ofindividual users when interacting with the one or more interactivevirtual items, the one or more interactive virtual items having anassociated physical location within the physical environment; aggregatethe received information over time to determine an associated physicallocation within the physical environment for a virtual item; and withinthe virtual environment, place the virtual item at the determinedassociated physical location.
 18. The computer storage media of claim17, wherein the one or more interactive virtual items are initiallyplaced using an initial placement algorithm that identifies locations inwhich gaming is not expected to occur, locations in which gaming isexpected to occur, and locations in which an inference cannot beinitially made as to whether or not gaming is expected to occur, basedat least in part upon geographical information received from a mappingservice.
 19. The computer storage media of claim 17, wherein aggregatingthe received information over time to determine the associated physicallocation within the physical environment for the virtual item comprisesweighting recently received information greater than less recentlyreceived information.